If you want more FPS without turning every game into mush, start with the settings that usually cost the most performance for the least practical gain: shadows, ambient occlusion, volumetric effects, expensive anti-aliasing and, in some games, tessellation. Keep texture quality high if you have enough VRAM, leave anisotropic filtering on, and only use V-Sync when tearing or display sync issues justify the trade-off.
The main qualification is hardware headroom. If VRAM is tight, texture settings move up the priority list because stutter can appear when data has to be shuffled in and out of memory. And if your monitor supports adaptive sync, that can change how much you should care about V-Sync versus tearing.
Direct answer
Lower shadows first, then ambient occlusion, volumetric effects and the heaviest anti-aliasing if you need extra FPS. Supersampling anti-aliasing is usually the most expensive type, while post-processing options are lighter. Keep texture quality high if your VRAM is comfortable, and treat motion blur and film grain as preference settings rather than performance fixes.
V-Sync can reduce tearing, but it can also add input lag when the GPU is pushing more frames than the display can show. If your monitor and graphics card support adaptive sync, that is often the cleaner way to smooth out frame delivery without leaning on V-Sync as hard.
- First cuts: shadows, ambient occlusion, volumetric effects, supersampling AA
- Usually safe to keep high: texture quality if VRAM is sufficient, anisotropic filtering
- Preference settings: motion blur, film grain
- Use V-Sync only when tearing is a real problem or your sync setup calls for it
Key takeaway: If you only change three things, start with shadows, ambient occlusion and expensive AA. They usually give the best FPS-per-visual-loss trade-off.
What to lower first, in order

The best starting point is usually presets, but only as a shortcut. Presets bundle several settings together, so moving from high to medium can deliver a big FPS gain, but it can also make image quality fall faster than you expect. For finer control, change the expensive effects individually.
The practical order is to reduce settings that are visually impressive but computationally costly before touching the ones that mostly control clarity. That usually means shadows, ambient occlusion, volumetric effects, supersampling anti-aliasing and, in some games, tessellation. Older games sometimes exposed shadows as an on-off option, which is a clue that they can be a heavy load.
- Use presets only as a starting point, not a final answer
- If one preset level changes performance too much, tune individual settings instead
- Shadows are usually the first big win because they often consume a lot of GPU time
Decision guide
- You want the fastest FPS gain with minimal visual damage: Lower shadows first, then ambient occlusion and volumetric effects These settings are commonly expensive while their visual benefit is often less important than image clarity or smoothness
- You are already close to your target FPS and only need a small boost: Trim one heavy effect at a time rather than dropping the whole preset Small, targeted changes are easier to judge and less likely to spoil the look of the game
- A preset jump causes a bigger-than-expected visual drop: Stop using presets as the decision tool and tune settings individually Preset bundles can hide which effect is doing the damage
| Priority | Setting | Why it goes here | What to do first |
|---|---|---|---|
| 1 | Shadows | Commonly one of the most demanding settings | Lower quality before touching textures |
| 2 | Ambient occlusion | Adds depth but can cost noticeable performance | Drop one step or disable if FPS is tight |
| 3 | Volumetric effects | Fog, smoke and light scattering can be expensive | Reduce before sacrificing texture clarity |
| 4 | Supersampling anti-aliasing | Much heavier than post-processing AA | Prefer FXAA or SMAA over supersampling |
| 5 | Tessellation | Adds geometric detail and may hit performance | Turn down if the game offers a strong tessellation slider |
Settings that mainly affect image quality, not speed
Texture quality and anisotropic filtering are the main settings readers often overthink. Texture quality affects how detailed surfaces look, but the bigger limiter is usually VRAM rather than raw GPU power. If the card has enough VRAM, there is often no good reason to slash texture quality just to chase a few extra frames.
Anisotropic filtering is different. It sharpens textures viewed at angles and at distance, and it usually has a relatively low performance cost. That makes it one of the easiest settings to leave alone. Motion blur is mostly a taste choice, and film grain sits in the same camp: useful only if you actually like the look.
- Keep texture quality high if VRAM is sufficient
- Reduce texture quality sooner if VRAM is low and the game stutters or swaps data
- Leave anisotropic filtering on unless you are desperate for extra FPS
- Treat motion blur and film grain as visual preferences, not tuning priorities
Good to know: Low VRAM can cause stuttering because the game may have to swap textures and other data in and out of memory. That is the point where texture quality matters more than usual.
AA, shadows, AO and volumetrics: why these often hurt FPS most
Anti-aliasing is a broad fix for jagged edges, but the performance cost varies a lot. FXAA is a lighter post-processing method, while SMAA is generally stronger but still moderate. Supersampling is the heavyweight option because it renders more detail than the display can show and then scales it back down. That usually looks cleaner, but it costs far more FPS.
Shadows are expensive because the game has to calculate and draw them across a scene, sometimes with different levels of detail and range. Ambient occlusion adds contact shadowing around objects to make scenes look more grounded, which is useful visually but not free. Volumetric effects such as fog, smoke and light scattering also ask the GPU to do a lot of work. Tessellation can be very visible in benchmark scenes because it adds geometric detail to surfaces, but the cost depends heavily on the game and hardware.
Key takeaway: The settings that most improve realism are often the first ones to cut when FPS matters. That is why the order above usually works.
V-Sync, G-Sync and FreeSync: when smoothness matters more than raw FPS
V-Sync matches frame output to the monitor refresh rate to reduce tearing, but the trade-off is possible input lag when the GPU is producing frames faster than the display can present them. That makes it a smoothing tool, not a free performance upgrade.
Adaptive sync changes the equation by letting the display follow the GPU more flexibly. The evidence here supports the general pairing idea: G-Sync is the Nvidia version and FreeSync is the AMD version. The key practical point is compatibility. A mismatch may not support adaptive sync properly, so the monitor and GPU pairing matters more than the branding slogans suggest.
Decision guide
- Tearing bothers you more than slight latency: Use V-Sync or adaptive sync if your hardware supports it Smoother frame delivery is worth more than raw responsiveness for many players
- You play fast-paced games and notice input lag easily: Prefer adaptive sync over V-Sync where available Adaptive sync is designed to reduce tearing without the same blunt latency penalty
- Your monitor and GPU do not support a matching adaptive sync setup: Treat V-Sync as an optional fallback, not a default Unsupported pairing weakens the case for relying on sync features
| Option | Best for | Main drawback | Practical note |
|---|---|---|---|
| V-Sync | People bothered by tearing | Can add input lag | Use when tearing is worse than a bit of latency |
| G-Sync | Supported Nvidia setups | Needs compatible hardware | Useful when the monitor and GPU support it properly |
| FreeSync | Supported AMD setups | Needs compatible hardware | Useful when the monitor and GPU support it properly |
| No sync | Players chasing the lowest latency | Tearing can be visible | Best only if you can live with tearing |
How to test changes on your own hardware without ruining the game
The easiest way to avoid over-tuning is to change one setting at a time and compare the result in the same scene. Pick a location with lots of motion, shadows and detail, then note whether the FPS gain is worth the visual trade-off. If a change barely helps, put it back and move to the next item on the priority list.
A sensible workflow is to start with the heaviest settings, then stop as soon as the game feels smooth enough. Do not chase every last frame if the image starts falling apart. On most systems, the point is not to make every slider low. It is to lower the few settings that matter most and leave the rest alone.
- Change one setting at a time
- Use the same scene for before-and-after comparisons
- Stop when the FPS gain is no longer worth the visual loss
- If VRAM is low, test texture settings earlier than usual
Decision guide
- You are unsure which setting caused the improvement: Revert the last change and test again in smaller steps That is the only reliable way to tell whether the FPS gain was worth the image-quality loss
- The game looks fine but still stutters: Check VRAM pressure before cutting more image-quality settings Stutter can point to memory limits rather than simple shader load
- You have a comfortable FPS buffer already: Leave clarity settings alone and only trim preference effects Extra cuts are not useful if the game is already smooth
Our take: the safest starting point for most players
For most beginner and intermediate PC gamers, the safest order is simple: lower shadows, ambient occlusion, volumetric effects and heavy anti-aliasing first, then check whether tessellation is worth the cost in that specific game. Keep texture quality high if VRAM is not a problem, and leave anisotropic filtering on because it usually gives sharpness for very little penalty.
This recommendation changes if VRAM is low or the game uses unusually expensive post-processing. In that case, textures and other memory-heavy options move up the list. If your monitor and GPU support adaptive sync, that may be a better everyday fix for smoothness than leaning on V-Sync alone.
What matters most: Choose the settings that cost the most FPS for the least useful visual return. For most players, that is shadows first, then ambient occlusion and heavy AA.
Frequently asked questions
Should We lower texture quality first when We need more FPS?
Usually not. Texture quality matters more when VRAM is tight. If you have enough VRAM, shadows and other heavy effects are better first cuts.
Is anisotropic filtering worth keeping on?
Yes, in most cases. It improves texture clarity at angles and usually has a very low performance cost.
What is the difference between FXAA, SMAA and supersampling anti-aliasing?
FXAA is a lighter post-processing method, SMAA is generally stronger but still moderate, and supersampling is much heavier on performance.
When should We use V-Sync?
Use it when tearing is bothering you, or when your display setup makes it the cleanest way to match frame output to refresh rate. It can add input lag.
How do We know if VRAM is the problem?
If the game stutters or feels like it is swapping data in and out of memory, texture quality may be too high for the available VRAM.

Zachary Skinner is the editor of TechDrivePlay.com, where tech, cars and adventure share the fast lane.
A former snowboarding pro and programmer, he brings both creative flair and technical know-how to his reviews. From high-performance cars to clever gadgets, he explores how innovation shapes the way we move, connect and live.

